Domain Spells II

A couple of weeks ago, we introduced some spells that gave you additional benefits if you had the domain that was associated with them. There’s only room for so many spells in an article, however, and so there are still a lot of domains to cover. We may not do them all (there are a lot of domains), but we certainly want to do a few more, and that’s exactly what we’ve got for today. Enjoy.

You surround yourself with incredible good luck. Once per round, for the spell’s duration, you can reroll a single d20 roll, such as an attack roll, ability check, skill check, or saving throw. You must take the second result, even if it is worse. You may wait to use this ability until after you have learned whether the roll was a success or failure.

If you have the luck domain, you can instead use this ability to cause another character within 30 feet of you to reroll a single d20 roll, instead of rerolling a roll of your own. The target must take the second result, even if it is worse. You may still wait until after learning whether the roll was a success or failure. The creature in question does not need to be willing to be affected by the spell.

You mend the wounds of the touched creature, causing him to immediately regain a number of hit points equal to 5 per caster level you possess (to a maximum of 100 hit points at 20th level).

If you have the healing domain, the affected creature is also immediately cured of the blinded, confused, dazed, dazzled, deafened, exhausted, fatigued, nauseated, sickened, and stunned conditions. Further, if the target is currently suffering from a poison or disease, he may make a new saving throw to resist that poison or disease, with a +4 bonus.

You call into being a stone barrier, 5 feet thick, 3-1/2 feet tall, and up to 5 feet long per caster level. The barrier does not need to be in a straight line, and can curve or have sharp turns, but it must be a single contiguous shape. The barrier provides cover for Medium creatures standing behind it, and improved cover for Small creatures standing behind it. A given 5-foot segment of the barrier has hardness 8 and 900 hit points.

Climbing on top of the barrier requires a successful Climb check (DC 10), and counts as two squares of movement. Alternatively, a creature can attempt to jump on top of the barrier with a successful Acrobatics check. Creatures standing on top of the barrier have higher ground for the purposes of attacks made against creatures not on the barrier.

If you have the earth domain, you can choose to have the barrier be covered in jagged, spiky stone protrusions. These protrusions inflict 1d4 points of piercing damage per caster level to any creature that attempts to climb the barrier. Any creature that ends its turn standing on the barrier also suffers this damage. You can safely climb and stand on the barrier without suffering this damage.